{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
grid_type *g_ptr = &floor_ptr->grid_array[y][x];
- OBJECT_IDX this_o_idx, next_o_idx = 0;
FEAT_IDX feat = get_feat_mimic(g_ptr);
feature_type *f_ptr = &f_info[feat];
TERM_COLOR a;
if (player_ptr->image && one_in_(256))
image_random(ap, cp);
- for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) {
+ for (const auto this_o_idx : g_ptr->o_idx_list) {
object_type *o_ptr;
o_ptr = &floor_ptr->o_list[this_o_idx];
- next_o_idx = o_ptr->next_o_idx;
if (!(o_ptr->marked & OM_FOUND))
continue;